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Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Thursday, November 8, 2012

Wiig and Hader Are Skeleton Twins

Kristen Wiig is now set to join her SNL and Adventureland co-star Bill Hader in Skeleton Twins, a new indie comedy from brothers and producers Jay Duplass and Mark Duplass. Luke Wilson is also set to co-star.

Wiig and Hader in Adventureland

According to Variety, Wiig and Hader will play "estranged twins Maggie and Milo, who coincidentally cheat death on the same day, prompting them to reunite and confront how their lives went so wrong. For Maggie, that means re-examining her marriage to sweet 'nature frat boy' Lance (Wilson), while her gay brother Milo revisits his old flame Rich, a former teacher with a past he'd rather keep quiet. As the twins' reunion reinvigorates them both, they realize the key to fixing their lives may lie in fixing their relationship with each other."

Craig Johnson (True Adolescents) will direct the film from a script he co-wrote with Black Swan scribe Mark Heyman. Production is scheduled to begin in New York at the end of this month.

Max Nicholson is a writer for IGN, and he desperately seeks your approval. Show him some love by following @Max_Nicholson on Twitter, or MaxNicholson on IGN.


Source : ign[dot]com

Thursday, October 11, 2012

Ex-Bulletstorm Devs' New Studio Licenses Unreal Engine

Former People Can Fly founders Adrian Chmielarz, Andrzej Poznanski and Michal Kosieradzki have formed a new indie studio called The Astronauts. The ex-Bulletstorm developers licensed Epic's Unreal Engine 3 for its first unannounced game, which is set for release sometime in 2013. There's no word yet which platforms the team is developing for.

Chmielarz called the decision to use Unreal a "no-brainer" given the team's six-year history working with the engine, and says "we are on a quest to map uncharted waters, and Epic’s tech provides the stability required for success."

Chmielarz, Pozanski, and Kosieradzki left People Can Fly around the time Epic acquired the studio in August.

It's also interesting that The Astronauts have not licensed the use of Epic's Unreal Engine 4, which powers Fortnite. The possibilities for what the game could be range from high-end PCs, consoles, all the way to mobile, as UE3 is what powers the Infinity Blade series.

What would you like to see from this new independent team?

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Ex-Bulletstorm Devs' New Studio Licenses Unreal Engine

Former People Can Fly founders Adrian Chmielarz, Andrzej Poznanski and Michal Kosieradzki have formed a new indie studio called The Astronauts. The ex-Bulletstorm developers licensed Epic's Unreal Engine 3 for its first unannounced game, which is set for release sometime in 2013. There's no word yet which platforms the team is developing for.

Chmielarz called the decision to use Unreal a "no-brainer" given the team's six-year history working with the engine, and says "we are on a quest to map uncharted waters, and Epic’s tech provides the stability required for success."

Chmielarz, Pozanski, and Kosieradzki left People Can Fly around the time Epic acquired the studio in August.

It's also interesting that The Astronauts have not licensed the use of Epic's Unreal Engine 4, which powers Fortnite. The possibilities for what the game could be range from high-end PCs, consoles, all the way to mobile, as UE3 is what powers the Infinity Blade series.

What would you like to see from this new independent team?

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Tuesday, September 25, 2012

Humble Indie Bundle 6 Adds 4 New Games

Humble Indie Bundle 6 has added four additional games to its line-up. Available now, Bit.Trip Runner, Wizorb, Jamestown and Gratuitous Space Battles can be unlocked by paying at least the average amount for the bundle, which is currently at $5.89.

Humble Indie Bundle 6 launched last week and also offers Rochard, Torchlight, Shatter, S.P.A.Z. (Space Pirates and Zombies), Vessel and Dustforce. As with all Humble Indie Bundles, customers can pay whatever they want for the games, dividing their purchase to go to charity, foundations, game developers or even to Humble Indie Bundle itself. All 10 games are DRM-free and will run on Windows, Mac or Linux, and would be worth more than $135 if purchased separately.

Charities included in the bundle are and Child’s Play, which donates games to children in hospitals worldwide, and non-profit organization The Electronic Frontier Foundation, which advocates for digital privacy rights. So far, more than 231,670 bundles have been sold, and sales will continue for another week.

To make your purchase, head over to Humble Indie Bundle’s official site.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Thursday, September 13, 2012

The Next Game Boss Season 2 Casting Call

Casting has begun for the next season of IGN’s The Next Game Boss.

Are you an indie developer with a game you think could make it big? If you love to make games and want to prove you’ve got what it takes to go pro, this is your chance. A new web series for IGN is looking for small teams of developers with nearly-finished games to battle it out for completion funding. Forget Kickstarter, this is a chance to get your game seen by some of the most influential names in the business, as well as thousands of gamers looking for the next big thing.

The deadline for submissions is October 8, 2012.

To apply, you'll need to fill out an application and submit a video telling us why you think you're the next game boss. Download the application and video submission guidelines below:

For the application you’ll need to fill out, click here.

Video submission guidelines are available right here.

Please send all materials to gamebosscasting@authentictv.com. Good luck!


Source : ign[dot]com

Thursday, August 23, 2012

How Sound Shapes Shines

In a year of indie wonders, PS3 and Vita musical platform puzzler Sound Shapes is a marvel. Crafted by Queasy Games' Jonathan Mak and Shaw-Han Liem, it’s a darling synthesis of a beautifully simple world and hugely likeable music.

Through the central character, a spinning 'fried egg', players navigate gorgeous worlds, gathering musical notes and creating songs along the way.

Platforming and puzzle-solving are wedded together in levels that somehow manage to glue visual minimalism with environmental complexity. This is a game in which thoughtful progression, rather than twitch, pays dividends, especially for those of us who measure our dull two-dimensional acuity with a pendulum. It’s a stop-and-start adventure swinging through the arc of the screen in search of strange, new aural experiences.

Sound Shapes’ cute charm is a balm for anyone suffering from gaming’s malaise, shooting-dudes-fatigue, the point here being discovery and creation rather than mayhem and gore.

Interesting that the tutorial for the game’s level editor comes very early in the experience, a testament to creativity’s central role. It is already yielding genuinely interesting user-generated offerings. Sound Shapes is an artistic adventure both from the creators and for the players.

Some critics have questioned Sound Shapes’ shortness, knocking points off their crude scoring systems because the game is “over” after a few hours. But replayability is a genuine factor here, in which level variety and a catholic musical overlay demand another look, another listen, just like a good album. In any case, there is a Death Mode for people who enjoy a mind-gnashingly tough challenge.

IGN caught up with Jonathan Mak and Shaw-Han Liem to talk about the game’s genesis and the decisions that went into its design. Here are the seven creative steps that culminated in one of the year’s best small-team games.

1. Experimentation

The team had previously created Everyday Shooter, which synthesized a classic game genre with musical exploration. Mak says, “The challenge for us was, ‘how do we give the player more ownership over the music’? Allowing players to actually create music within the game. So when we exhausted the Everyday Shooter style. We kept trying different things, different genres.

“The reason we chose a platformer was, we wanted to find some super-ubiquitous form of video game. A top-down shooter is kind of abstract. It has some weird rules. Certain things you can touch, certain things you can't. If you've never played a video game, you might not really understand that.

“But a platformer already has some real-world things built in. There's gravity. There's a character that walks around. Although I f***ed that up and made the character a fried egg [chuckles]. And the whole going from left-to-right. Classically, the platformer goes the same way. It's similar to how you read music and so it makes sense in that way.”

2. Design

Each of the ‘albums’ that make up the game carry a different musical style and visual story, but they all adhere to a distinctive look, a felt-board collection of shapes and colors that never fails to delight and surprise.

‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

Mak says the simple aesthetic was designed to give the player as much access to its music as possible. “You need some way to show the player the gameplay features, the checkpoints, in such a way that it doesn't draw attention away from the stuff that's actually making music. But I think Shaw-Han and I share the same liking of the idea of a clean aesthetic. Luckily, we found [designer] Cory Schmitz.  It just feels more modern. You look at the iPhone. Simple is the way to go.”

3. Gameplay

The elegance of the game’s design is underpinned by its relatively forgiving nature. This is no pixel-Nazi platformer. Once the rules of the world are understood, progression is less a matter of hand-eye-perfection as of timing. Music’s own playbook being the obvious inspiration.

Mak says, “Is about enjoying the music, getting players engaged in music, and inspiring them to write their own music as well. Our worst fear was making some sort of musical toy. I really wanted to get to the point where the game was, for real, a video game. Not just this musical gimmicky thing with some half-assed video game slapped over it. Part of the magic of Sound Shapes was how Shaw-Han was insistent that the game itself be a music instrument.”

4. Music

One of the great commercial and cultural successes of the last decade has been selling the illusion of creativity as entertainment. This idea that, with the right tools, we are all towering mountains of artistic genius just waiting to be mined.

Because, let’s face it, there are few things in entertainment more rewarding than the sensation of creativity. The genius of Sound Shapes is in turning a two-dimensional left-to-right progression into an act of musical composition. Of course, the music is really just being ‘read’ by your movements, but it feels like the songs are being untethered by player-choices.

Mak says, “The game is a gateway to the music. It’s showing people that writing music is easy. We let the players discover that for themselves, and that discovery is what's fun. It's like if you're tweaking a patch on a synth and you discover this crazy thing by turning a knob. ‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

5. Synthesis

That great human invention, musical notation, allows us to visualize and record pitch, tone, duration, and has been with us for centuries (arguably, millennia). Although Sound Shapes moves the player in every direction on-screen, it works much like a musical score, left-to-right with high notes high, and low notes low.

Shaw-Han Liem explains, “Obviously there's a connection. The music and visuals have things in common. You can map relationships, like tones to colors and volumes to sizes. The timing of animations to the curves of volume.

“There are certain things that map pretty naturally across the two aspects. But of course, not only do these things have to sound good and look good, but they have to be understandable in a game world and meaningful in a way where they work with the logic of a 2D platforming game, I think that's where you start. It's really the intersection of those things when it becomes a big design challenge.”

6. Pitch Perfection

Of course, this synthesis sounds pretty straightforward in principle, but in practice, a platform game and a musical score are not the same things, and they both demand absolute perfect placement within the rules of their own domains. A lava pit that cannot be traversed is no use. Likewise, a duff note will ruin an entire composition.

So, the note floating above the lava pit, assailed by shooting bubbles of magma, must be in harmony with its surroundings.

Mak says, “With scoring the levels, even the placement of the notes, we'd have to be super-careful. Towards the end, we'd be like, okay, I need to move this ground here one pixel, but that might change the rhythm bit. I'd need to move a note down, and then there's this huge day-long discussion about this note moving down and what we should do about it. It can get really intricate.

“In the editor for players, it's kind of a whimsical experience, and obviously that's what we intended. But when we're crafting our levels, we have this mindset of perfection. It's hard to be perfect when you have all these variables floating around.”

7. Level Edits

Sound Shapes’ greatest puzzle is its level editor, which invites you to not only create platform worlds, but to work-in a musical theme. This offers limitless creative possibilities.

Liem says, “After about a week from when we launched in North America, there were already thousands of levels, and tons of really cool ones. We've been watching people starting their own communities on different message boards and sharing different tips and levels.

“I got a message from a guy who said he was at his job secretly sketching out what his level was going to be at his desk, and he was sending out the images and the drawings of what he was planning on doing once he got home and was able to put it together. Obviously we hoped that people would be excited by it, but to be able to see that happening first-hand with some people is really exciting.”

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. I really think you'll like Sound Shapes. You can contact me via Twitter or IGN to discuss this game.


Source : ign[dot]com